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GS/DX11: Don't throw bad_alloc on surface creation fail GS: Link device and host display construction/destruction FullscreenUI: Replace HostDisplayTexture with GSTexture GS: Purge HostDisplayTexture GS: Move everything in HostDisplay to GSDevice GS: Move ImGui rendering to GSDevice GS: Get rid of reset/store API state
40 lines
701 B
GLSL
40 lines
701 B
GLSL
#ifdef VERTEX_SHADER
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layout(location = 0) in vec2 Position;
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layout(location = 1) in vec2 UV;
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layout(location = 2) in vec4 Color;
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layout(push_constant) uniform PushConstants
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{
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vec2 uScale;
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vec2 uTranslate;
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};
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layout(location = 0) out vec2 Frag_UV;
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layout(location = 1) out vec4 Frag_Color;
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void vs_main()
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{
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Frag_UV = UV;
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Frag_Color = Color;
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gl_Position = vec4(Position * uScale + uTranslate, 0.0f, 1.0f);
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}
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#endif
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#ifdef FRAGMENT_SHADER
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layout(binding = 0) uniform sampler2D Texture;
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layout(location = 0) in vec2 Frag_UV;
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layout(location = 1) in vec4 Frag_Color;
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layout(location = 0) out vec4 Out_Color;
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void ps_main()
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{
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Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
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}
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#endif
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